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Looks good but if he's going to be dressed, why all the details? And not sure what you wanted help on since it's just a mesh. Did you want opinions on his appearance? Typically, to have correct proportion, you want 1:8 head to body ratio. Head should be 1/8th of overall height. And using bellybutton as divider, upper body to lower body ratio should be 1:1.62. Bellybutton to top of head should be 1 and bellybutton to the bottom of the feet should be 1.62. Right now it seems his legs are a bit short.

Were you going for a muscular look? Because this guy just looks way too beefcake and chiseled... if he's going to have clothes, does he really need the hyper-detailed back muscle? Speaking of which, the muscles look very bizarre. Why does he have tendons sticking out of his ass? And why is there a giant line connecting his right forearm to his shoulder? Does he have veins of steel?

I say, the guy is going to have clothes anyway so get rid of all that "muscle". Proportion-wise, it looks fine. Two problems though:

1) The codpiece. Unless the guy has a hard-on I don't see why there's a giant bulge in-between the legs.
2) It looks like the top of the hip is wrapping up around the stomach and bulging out of his body. Fix it.

Were you going for a muscular look? Because this guy just looks way too beefcake and chiseled... if he's going to have clothes, does he really need the hyper-detailed back muscle? Speaking of which, the muscles look very bizarre. Why does he have tendons sticking out of his ass? And why is there a giant line connecting his right forearm to his shoulder? Does he have veins of steel?

I say, the guy is going to have clothes anyway so get rid of all that "muscle". Proportion-wise, it looks fine. Two problems though:

1) The codpiece. Unless the guy has a hard-on I don't see why there's a giant bulge in-between the legs.
2) It looks like the top of the hip is wrapping up around the stomach and bulging out of his body. Fix it.

I agree with Deezy on both accounts. You're definitely looking better and some rounding could help.

What are you using for source material? The problem some people have when drawing or modeling the human figure from memory is that they have an idea of what the human body looks like. And most of the time it's a skewed reality. You should get in the habit of modeling from source materials, such as pictures, to hone your craft. And eventually, over time, you'll be able to do it on the fly.

I agree with Deezy on both accounts. You're definitely looking better and some rounding could help.

What are you using for source material? The problem some people have when drawing or modeling the human figure from memory is that they have an idea of what the human body looks like. And most of the time it's a skewed reality. You should get in the habit of modeling from source materials, such as pictures, to hone your craft. And eventually, over time, you'll be able to do it on the fly.

But great first effort, keep up the good work!

thank you , too bad i didnt use a source material because i just wanted to make a simple mesh that i can build my clothes on

It's definitely better than what you started with. If all you're going to do is model clothes on him then yeah it's probably good enough to start that. Are you planning on doing a cloth simulation over this model or are you going use z-brush to morph clothes over this body? What's your "endgame"?

It's definitely better than what you started with. If all you're going to do is model clothes on him then yeah it's probably good enough to start that. Are you planning on doing a cloth simulation over this model or are you going use z-brush to morph clothes over this body? What's your "endgame"?

i dont know the z-brush morph clothes yet i am beginner maybe i'll search for it
but i use simple mesh from 3ds max and cover the base mesh

Originally Posted by DannRees

The topology of the mesh should also be a consideration as it will not deform properly when animated. What's the low poly wire look like?

Your base mesh looks high on polys. Check out this tutorial, you'll be able to see how he laid out his polys compared to your model. You're both in the 6000 range but he was able to apply more to the face and I think that his poly count includes the weapon.

For game characters you want to try to achieve your detail in texturing and normal maps, so all the extra polygons you have throughout your low-poly mesh could be cleaned up a lot. Also, on your low-poly mesh you want to focus on the silhouette and do your detail in the high-poly mesh.

I really don't want to dishearten you but you will probablly find you will need to recreate the mesh. Poly count aside the problem youre going to have is with animation. The mesh will not deform as expected if you don't have loops in the right areas.
Check out the last character I made, it's by no means the perfect way of doing things and it's more medium poly as it's for a cutscene but you get the idea.

Even that has changed since I uploaded that image, more loops were added to the elbow joint and a couple of other areas. You need to think "Is this bit gonna bend?" if so you need loops there. Generally you need at least 3 loops in an area for it to bend properly.

I really don't want to dishearten you but you will probablly find you will need to recreate the mesh. Poly count aside the problem youre going to have is with animation. The mesh will not deform as expected if you don't have loops in the right areas.
Check out the last character I made, it's by no means the perfect way of doing things and it's more medium poly as it's for a cutscene but you get the idea.

Even that has changed since I uploaded that image, more loops were added to the elbow joint and a couple of other areas. You need to think "Is this bit gonna bend?" if so you need loops there. Generally you need at least 3 loops in an area for it to bend properly.

thank you for all ur help and efforts with me dann , btw ur character is really awesome you are very talented .

about recreating the mesh i dont know really maybe i will remake with max the areas that will be showen from the mesh and take the normal maps & spect from the high poly one (which is only the hands atm)